Overhauls shaders for a more modern and customizable appearance without the need for ReShade. DX10+
This mod overhauls the lighting and post processing effects of the X-Ray engine for greater visual quality and easier customization. It implements modern graphics techniques and improves the overall handing of light and color within the engine.
It is separated into 2 parts, both of which can be installed individually however they must be installed in the numbered order to prevent conflicts.
Gamma correct lighting with PBR style specular and various fixes for more modern visuals. This also fixes problems within the shaders, enabling translucent lighting effects on foliage and improvements to tonemapping and bloom blending.
The specular roughness is customizable using the settings in pbr_settings.h
A non-PBR version is available if you do not like how the PBR specular looks. This features all of the gamma correction and fixes however it uses the original diffuse and specular effects to retain the original look of the game.
NOTE: There are currently problems with the DX9 version, DX11 is recommended.




Customizable color grading based on the ACES standard, controllable with both in-engine console commands and simple shader modifications.
Use r__color_grading to color grade your image as shown in these examples:

Adds new effects and allows color grading to be controlled using the shader_param_ console commands. This gives you complete control over the color grading.
The new effects are contrast control and a channel mixer, these allow for more interesting color modifications.
For compatibility with Beef's Shader Based NVGs there is also a simple version included. This does not feature the channel mixer as those shader_param settings are used for his nightvision effects
The controls work as RGB + Offset, with the first 3 values controlling the red, green and blue channels and the 4th adding to the whole.
These are the default values of each command and the setting that it controls:
NOTE: Saturation is done after power and before contrast.
There are config files included that can be loaded using the cfg_load console command as shown:
cfg_load grading_default
There are multiple preset config files for different styles.
NOTE: The vibrant and filmic presets are not included with the simple version as they use the channel mixer.
I recommend that you find a preset that you enjoy, copy it and tweak it to your taste, either in game or with a text editor (you can reload your config to see any changes made after saving)
The screenshots below use Corrected Cubemaps and the weather from Aggressor Reshade with these settings:
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
r2_tonemap_middlegray is often tweaked for each shot.







Cubemaps filtered for improved specular reflections and ambient lighting. This is compatible with both the PBR and non-PBR versions of Enhanced Shaders.
Anomaly's default cubemaps often do not match the color of the sky, this patch fixes this problem as well as providing higher quality reflections for PBR.
This might change the brightness of ambient lighting in some cases.
NOTE: This is will not work as intended with the default shaders.
Mod Organiser 2 is highly recommended to prevent problems with uninstalling this addon
NOTE: r2_gloss_min MUST be used to control the specular to prevent inconsistent specular highlights (r2_gloss_factor is affected light brightness).
NOTE: You may need to adjust your r2_sun_lumscale_ settings after installing this mod. The gamma correction causes lighting to blend differently and will cause the colors of the lighting to change.
pbr_settings.h contains settings for tweaking the PBR specular and diffuse.
#define USE_BURLEY_DIFFUSE
enables/disables Disney's Burley diffuse, enabled by default. Enabling this creates a more realistic appearance on rough surfaces.
#define USE_GGX_SPECULAR
enables/disables GGX specular, disabled by default. Enabling this will allow lights to use the prettier but more expensive GGX specular seen in most modern engines. This might make specular too prominent.
The settings below are used convert the glossmap and material ID into PBR specular and roughness values.
r2_gloss_min is used to tweak to the result in engine.
#define ALBEDO_BOOST 0.50
Controls the boost in brightness for the diffuse texture. This helps balance out the brightness of PBR specular.
#define ALBEDO_AMOUNT 1.00
Controls the brightness of the diffuse texture.
#define ROUGHNESS_LOW 0.5
Controls the lowest value of the roughness. Decreasing this will make highlights shinier.
#define ROUGHNESS_HIGH 1.0
Controls the highest value of the roughness. Decreasing this will make everything shinier.
#define ROUGHNESS_POW 1.0
Controls the power curve of the glossmap. Decreasing this will make make the highlights stronger more pronounced.
#define SPECULAR_BASE 0.04
Controls the zero incidence specular value. Increasing this will boost the overall specular.
#define SPECULAR_RANGE 1.0
Controls the amount of influence of the glossmap and material ID on specular. Increasing this will make highlights from the glossmap more pronounced.
#define SPECULAR_POW 1.0
Controls the power curve of the specular. Increasing this will make the specular more contrasted.
#define METAL_BOOST 0.25
Controls the boost in glossiness that metal will receive.
#define METALNESS_THRESHOLD 0.125
Controls the minimum amount of gloss needed for metal.
#define METALNESS_SOFTNESS 0.125
Controls the smoothness of the transition between non-metal and metal.
NOTE: In PBR 'specular' refers to the amount of reflection while facing a surface directly.
ACES_settings.h contains the variables for used color grading, by default they are set up to use the in-engine variables, however they can be set manually for greater control.
In log space colors can behave strangely, here's how the controls generally affect the color grading:
If you do not like the how color grading behaves in log space you can disable it to grade in linear, which most users will probably be more familiar with (it will behave the same as Lift Gamma Gain in ReShade).
ACES_LMT.h contains additional color effects that can be used together, by default a contrast reduction is enabled to match the original look of the game.
There are multiple #define directives used to control various features:
#define USE_ACES in ACES.h
enables/disables ACES, enabled by default. If disabled color grading will be done without any wide gamut color transforms. Disable this for performance.
#define USE_LOG_GRADING in ACES_settings.h
enables/disables ACEScc log space for color grading, enabled by default. If disabled color grading will be done in linear space.
Change log
1.10 - Metal improvements with Mipfog and Fixed Bloom
Improved tree and grass normals
DX9 support removed
Fixed Bloom addon added
Improved bloom blending
Improved metal specular
Improved roughness and specular calculations
Improved gamma correction
Shiny terrain fixed
Added ALBEDO_BOOST to brighten dark textures while retaining color
Added METAL_BOOST to increase the glossiness of metal mat_IDs
Added Disney/Burley diffuse BRDF as default
BLOPS 2 ambient BRDF used for non-GGX PBR
Cubemap mipmap blend fixed
Mip fog added
Sun fog added
Height fog added
Reoriented normal map blending added to improve detail mapping
ACES Blue-Fix LMT applied by default
Fresnel for non-pbr improved
1.09 - Detector Fix and Crash fix
Alpha channel of accum buffer now works as self illumination, fixing all artefact detectors
Missing files added
Simple shader_param control option added to prevent conflicts with Beef's Shader Based NVG
1.08 - Foliage fix and new color grading effects
Foliage SSS fixed
Grass material ID set to the foliage ID
Grass specular improved
Grass normals changed
Default pbr_settings values changed for greater reflectivity
Color grading moved to ACES_Color_Grading.h and treated as a LMT
Added contrast and channel mixer to shader_param controls
LMTs supported even with ACES disabled
LMT setup and usage changed
shader_param behaviour changed to RGB + Offset for easier adjustments
shader_param controls extended with new effects
New color grading preset cfg files to demonstrate color mixer and contrast effects
Old color grading presets adjusted for less extreme tinting
Updated ACES RRT with glow module and red modifier
Fixed the brightness of corrected cubemaps in shader (no longer need lumscale adjustment to match the original brightness)
Strict gamma correction option for sky blending removed, it caused problems with ambient lighting
USE_ACES_COLORSPACE removed since USE_ACES will serve the same purpose now
1.07 - Detector self illum fix
Artefact detector self illumination fixed
pbr_settings.h added for controllable specular
PBR cubemaps added for more accurate lighting
Fixed ambient cubemap projection
mirrored power added to tint negative ACEScc log values
Added example shader_param cfg files
1.06 - Now without PBR!
Non PBR version of Enhanced Shaders added
ACEScc black level fixed
Renamed Gamma to Power
Saturation changed to the official equation
shader_param_ support added
1.05 - Dark interiors and gamma correction fixed
1.04 - Exoskeleton fix 2
1.03 - Exoskeleton fix
1.02 - Gamma and Detector fix
Fixed Detector white screen
sRGB improved and optimized
Option for gamma correct sky blending added
1.01 - DX9 fix
1.0 - Release
I'm getting black screen when starting game, any solution?
I'm getting black screen when starting game, any solution?
use console command, cfg_load grading_default
Note: You can change default to any preset you want but make sure you are using simple presets and i`m sure you`re using nvg patch too
It worked, thanks! But there is another problem with reflections, then increasing r2_gloss_min ground and trees paints white. Changes in pbr_settings.h and ACES_settings.h do nothing.
By the way I'm not using nvg
Very good :)
Thanks!
Does installing part 1 by itself improve the visuals or does the bulk of it come from part 2? I'm not too keen on adjusting presets and colors but a simple improved shader like part 1 is appealing.
is this addon capable of killing fps?
my game became ugly and blue and all godrays look completely messed up and just moving the viewmodel makes entire swathes of the ground blue
moving loads chunks of blue light rays mixed in with the normal ones
how do i uninstall the addon?
also crashes instantly upon entering army warehouses
wtf i have a default fresh install of anomaly with no other addons how is this even possible, and because your mod organizer guide is literally older than my grandmother the installation steps dont do anything since they require a valid game install making the steps ******* pointless holy **** i actually have to reinstall the entire mod and extract save because your cursed gamedata and appdata files corrupted it with **** graphics and **** errors
You're a ******* moron. Go play call of duty smooth brain.
No hes literally right, youre the idiot.
Perfomance/fps hit?
I wonder how you managed to achieve such realistically looking scenes. I have everything maxed out on 1440p, but it looks like a potato compared to these views.
I installed enhanced shaders, then color correction then Corrected Cubemaps.
All configs set accordingly.
r__color_grading 0.5, 0.5, 0.5
r2_gloss_factor 0.001
r2_gloss_min 0.5
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
I also assume that the NVG patch is not needed anymore am I right?
Love this mod but about a quarter of the time while using it I get ugly white / bright grey lighting all over the ground, grass, and trees. The character and weapon models also get what looks like an exorbitant amount of gloss all over them during this time. Tends to happen mostly in foggy or rainy weathers. Someone else earlier on in the comments had the same issue and has posted screenshots of it for reference.
Hey, First off great mod. But how do you make your game look so smooth? The foliage and surfaces are jagged and rough, even with SMAA and Anti-aliasing.
I am wondering the same thing, tho AAs don't work in stalker at all
If i were going to make UI sliders for all of these what would be good ranges?
i have a problem,this addon indeed works very well,but the flashlight and the head lamp have very low light and i fixed this by raising the brightness but when i raise the brightness the sky becomes very bright and loses its blueish color in daytime,so how do i fix this?
Ok after further testing I figured out its when the weather is transitioning that we get that awful looking greyed out lighting/gloss on everything for a minute or two.
Can this be looked into? Is this already known about?
Every time I start the game I get a shader compilation failed error, and in the logs this is the full error
error: ACES_LMT.h(14,16): error X3003: redefinition of 'shader_param_7'
I just installed this, reset the shaders in the Anomaly launcher and typed the commands you said were necessary. I see some nice differences, however not even close to the ones on the screenshots you posted. Also I have buggy shadows on my weapon - they look like a stair / like no anti aliasing. Directly on the weapon model if I aim to the sun.
when i install this it just turn my screen white
after this update there's no more shiny weapons effects and wetsurface at rain/stormy weather. is this normal? i playing with dx10.🤔 please help
ok already fixed it with no pbr variant;()
Could you add puddles please😁 that would be awesome
Couple of questions, is this mod compatible with Anomaly Skyboxes?
Moddb.com
Is this normal? I'm on DX10, during the rain it looks like this:
I.imgur.com
I.imgur.com
Setup
Use these console commands to set everything to the intended default:
r__color_grading 0.5, 0.5, 0.5
r2_gloss_factor 0.001
r2_gloss_min 0.5
Use r2_gloss_min to control the glossiness/roughness of the PBR
Don't install the cubemaps if ur using skyboxes
Thanks, this solves the issue.
Unfortunately problem still exist with some weathers.
Is there a performance hit?
PBR is making my gpu a bit too hot for my taste so im using non pbr but now i have a problem where the grass and trees all have these white "light" on them?
How can i fix that?
black screeeen
This comment is currently awaiting admin approval, join now to view.
I've no idea why but my screen just flashes white and black violently with this mod installed. I'm using Mod Manager 2, things are installed in the order you listed. GPU is a GTX 1660ti with up to date drivers. Shader Cache is cleared on startup. If you have any ideas I'd appreciate the help :(
EDIT: I should have checked first, but it works when installed alone. It's just a conflict with something.
This comment is currently awaiting admin approval, join now to view.
For noobs like me that having blackscreen after installing the mod
follow the setup step on the description :
- open console, if u dunno how to open console just press ` key
- type each command on the first point one by one (type one command then press enter)
- after that, then in your console type command cfg_load grading_default
it works for me with optional shader_param_control_simple
Cheers man, you saved me hours of headache testing what went wrong with my installation
"cfg_load grading_default" did it for me. Thanks.
May I ask what settings are you using?
My whole screen was just an epilepsy trigger until your comment saved my day. Thanks!
thanks, helped.
I installed both manually and via MO2, and I didn't see any difference, I think I'm forgetting something, I did it the way you ask in "Installation" and I didn't see any change, am I forgetting something? need some program, some command to activate? I'm using Dx11.
Ive installed it and my game is completely dark. I can still hear things, meaning the game is running stuff is still being rendered i think. However, eveything is very dark and i can only see the sun (very faintly).
Has anyone encountered this issue?
Try Removing this Mod And Launching Anomaly Launcher with no mods in Absolutely None and Hit "Delete Shader Cache Option" and Load into the game and then get out and re add this Mod.
This comment is currently awaiting admin approval, join now to view.
hello, first of all, thx for this shader, is very beautiful, but i've noticed one problem in the "grading_hollywood" option, some light look like more blue than expected, in the link i've upload an exemple
Ibb.co
how can i adjust this color?
Hi, i'm having problems with mod. When i use it i have just black screen - as if no global lighting established. Shader cache disabled. Every mod parameter at default (didnt touch console). It all happened after i tried to change ingame light settings. Tried restoring default settings, reinstalling mod (MO2). Nothing worked.
Same here, fresh installed Anomaly 1.5.1, with only this mod. Everything works as long as you dont add the Colour Grading.
Mine worked with these console commands.
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
cfg_load grading_default
The PBR is subtle but it does really help with certain materials. I noticed it especially on weapons with dark colored metals.
Enhanced consume FPS.
hollywood+soc ambient music is ultimate immersion